View Full Version : Blitz3D (B3D) to M15
Michael Hartlef
25-07-2008, 09:43
Hi folks,
here is a converter for the Blitz3D model format (B3D) to the M15 file format. Of course, M15 currently doesn't support
animation data. So I tried to come up with my own animation routines. It's not finished as TBGL doesn't support all transformations
for bones and so the displaying of animation is not working correctly. But for static meshes it works like a charm.
Cheers
Michael
Petr Schreiber
25-07-2008, 11:44
Thanks Mike,
works very well.
The enhancement of bone system is focus of my research now.
Petr
Mike, how do you model B3D models?
Also I think this effects you in some way, I think you mentioned Hexagon as one of the programs you use. It seems lead developer for it and another popular similar program, sorry the name eludes me at the moment, both developers went to Apple to work for them.
I wonder what Apple has in the works?
I was wondering if that was the program that output to B3d for you.
Mike, the animation script gives an error. I ran the converter first and it made m15 files. I think a zombie file is missing?
Petr Schreiber
26-07-2008, 10:49
You can try to use Ninja instead.
But better to let animation script sleep now, TBGL is not ready to represent model transformations B3D requires ... yet.
Petr
Petr Schreiber
26-07-2008, 15:40
Mike,
I think I understand the basic structure of files your converter produces ... but I still have lot of questions :)
.bone
what does .rw parameter mean, is it necessary?
.anim
node = bone?
px, py, pz - move relative to bone anchor or to previous frame?
rx, ry, rz - rotation ... should be performed in order rx, ry, rz?; is it always performed after position change?
I attach refreshed version of your animation code, no big changes, just arranged differentely for better clarity and marked with version number.
Petr
Michael Hartlef
31-07-2008, 21:21
Hi Folks,
@Kent:
I think Blender has now a stable B3D exporter, when I'm back from my vacation, I'll try to find a link to it. Also Milkshape is exporting to B3D, CharacterFX (well not a modeller per se). Like Petr said, forget the anim script. It is absolutely not finished.
what does .rw parameter mean, is it necessary?
I think it is for matrix rotations or dealing with quaternions.
node = bone?
I think so. At least I woudl see it like that.
px, py, pz - move relative to bone anchor or to previous frame?
Sadly the B3D docu doesn't give you that info so I think it is relative to the previous Keyframe.
rx, ry, rz - rotation ... should be performed in order rx, ry, rz?; is it always performed after position change?
Yes rotation, the order is a myth for me right now. I need bone position commands for this to test. Or find/research so blitz sources. :)